Shrug, I didn’t go total gearhead, just in the ‘looks about right’ for game effect.
My assumption is that the decisions built into CT combat and ships was for specific game effect, and that the ship design rules are effectively a marketplace of game effect tradeoffs. I then went after it to alter some things to my taste without breaking those builds and plug in common ships that still make sense.
One of those is making maneuver matter, with getting closer making beam weapons do more damage, while making a missile run be a thing. Small ships get some upgrades, missile builds include bay weapons, and the damage table is thrown in favor of proportionate tonnage damage and ship/repair drama.
Plus optional power allocation based on 100 second sub turns, so there is player agency in making dramatic decisions.
Missiles aren’t auto hit, using HG to hits for probability, but the damage they do can be altered due to differential vee.
Physics? My table understands suspension of disbelief and genre, so all I have to have is plausible alternate reality that is consistent. Won’t play out hard science but that’s not what I’m going for, more story agency and game.